Intermediate crushable-behavior checkin; Muliple units per cell in UIM; Crushable TraitInterface; Crushable units are taken into account in pathfinding; Crashes when trying to crush a unit

This commit is contained in:
Paul Chote
2009-12-22 22:37:11 -08:00
parent 980ce2df56
commit 4667679f12
13 changed files with 146 additions and 43 deletions

View File

@@ -210,13 +210,35 @@ namespace OpenRa.Game
public static bool IsCellBuildable(int2 a, UnitMovementType umt, Actor toIgnore)
{
if (BuildingInfluence.GetBuildingAt(a) != null) return false;
if (UnitInfluence.GetUnitAt(a) != null && UnitInfluence.GetUnitAt(a) != toIgnore) return false;
if (UnitInfluence.GetUnitsAt(a).Any(b => b != toIgnore)) return false;
return Rules.Map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(umt,
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
public static bool IsActorCrushableByActor(Actor a, Actor b)
{
return IsActorCrushableByMovementType(a, b.traits.WithInterface<IMovement>().FirstOrDefault().GetMovementType());
}
public static bool IsActorCrushableByMovementType(Actor a, UnitMovementType umt)
{
if (a != null)
{
foreach (var crush in a.traits.WithInterface<ICrushable>())
{
if (((crush.IsCrushableByEnemy() && a.Owner != Game.LocalPlayer) || (crush.IsCrushableByFriend() && a.Owner == Game.LocalPlayer))
&& crush.CrushableBy().Contains(umt))
{
Log.Write("{0} is crushable by MovementType {1}", a.Info.Name, umt);
return true;
}
}
Log.Write("{0} is NOT crushable by MovementType {1}", a.Info.Name, umt);
}
return false;
}
public static bool IsWater(int2 a)
{
return Rules.Map.IsInMap(a.X, a.Y) &&